Alright so. Are we allowed to create Legendary minions? I know we aren't allowed to use named heroes. But are we allowed to make a Legendary minion that is based on a basic unit? (e.g. Steve, the Laziest Peon)

I'm honestly surprised with how little Spell Damage Shaman has with the amount of damage spells they have and the fact that Spirit Claws exists. As far as I'm aware, the only Shaman-specific source of Spell Damage is Wrath of Air Totem. Thus, I propose Firelord. Not Ragnaros the Firelord. Just, Firelord. I'm not sure how balanced the second ability is, but I like a lot of applications it has.

Alright so. Are we allowed to create Legendary minions? I know we aren't allowed to use named heroes. But are we allowed to make a Legendary minion that is based on a basic unit? (e.g. Steve, the Laziest Peon)

What's more... Not being able to use named heroes means we can use hero classes as a non-legendary minion? Like Pit Lord or Crypt Lord.

I prefer Fel Stalker, but as someone else said, it should be a Warlock Demon.

That said, I think you'd do better with more memorable units, like the ones you can build.

@Pneumoniac

I like Night Elf Sentry, but it is a bit overcosted. I think it should be fine with 2 Health.

However, I tell you the same as Shatterstar, you'd probably do better with more memorable units, like the ones you can build.

@GoliathTheDwarf

Batrider was a very cool unit, and you managed to represent it very well.

That said, it's really OP. I mean, it has a similar power level to Maelstrom Portal and costs 1 mana less. Maelstrom was already a very good 2-cost card, so I'd bump the cost of your card to 2 as well.

@thepowrofcheese

Nice idea, but I agree that it should have 5 Health.

Plus, Rush didn't exist in the Classic set, so I'd change the expansion as well. I guess Witchwood, because KFT would have the same issue.

@ZardozSpeaks2

I'd go with the Peon with a 2/3 statline.

@GoliathTheDwarf

Mortar Team was one of my fav units in WC3 (because they were very funny, mainly), but I think you tried too hard to make them similar to their WC3 role and ended up with a bunch of unrelated effect.

@Demonxz95

Spell Damage + cost reduction seems OP even with Overload, especially considering it has a very good statline. I'd bump the cost to 5 or make it a 3/3.

AoW is overpowered imho. When I look at it, I imagine how it will cast UI for free (only in wild, I know) or Nature's aid and give you a massive tempo boost. I don't like how you will be able to cheat mana with this minion.

Moonwell is probably the best card here, although I also like the dragon.

I'm honestly surprised with how little Spell Damage Shaman has with the amount of damage spells they have and the fact that Spirit Claws exists. As far as I'm aware, the only Shaman-specific source of Spell Damage is Wrath of Air Totem. Thus, I propose Firelord. Not Ragnaros the Firelord. Just, Firelord. I'm not sure how balanced the second ability is, but I like a lot of applications it has.

Imo spell damage is kept rare in shaman because they can get it from their hero power. I guess adding other powerful spell damage cards on top of that could quickly go out of control.

Also, this makes Unstable Evolution cost 0, which is quite powerful even without spell damage :p

So, how lenient are we going to be with what counts as a Warcraft III unit?

Look at this example I made.

There is no unit in Warcraft III called "Silver Hand Horse", but there are still horses and knights on horses, and this card is supposed to depict that idea.

The first version to me might be weak because Silver Hand Recruits excel best at attacking face, which you can't do with Rush. If I made this card before Witchwood (which I actually did. I've had that card since as early as MSoG), it would have Charge instead. This is why the second version exists. The Rush definitely matters on version 2, but it might be too powerful.

Please don't give the dudes charge. Even paladin would become extremely annoying in wild.

I like the second version of the card - it's not too powerful as you think. Rush is fine imho, because the horse is easy to kill. The only thing, that could make your card potentially broken, would be Drygulch Jailor, but imho you should ask others how they feel about that interaction. Level Up! is fine in my eyes, but I'm not sure about that jailor.

as of now, shaman only has Hex for single target removal, (ignoring the cards that say 'deal X damage'), so I this card could be very useful. And it is not hard as a control shaman to keep a large hand, specifically against other control decks, which is where this card would be most useful.

Question: Should the peasant itself be a 0 drop? It feels just slightly underpowered, but the one extra 0/2 that comes with the lowered mana cost makes it effectively an optimally statted minion that scales, and that feels like it hits the opposite problem- slightly overpowered.